Gray_Lensman wrote:Jabberwock:
Though I agree with most of your ideas, implementing complications that introduce too much micromanagement, just to increase the realism of a small part of the game is not the answer. It might satisfy a few grognards (myself included), but in the end, it will hurt the game itself, due to its lack of larger appeal, therefore, compromises have to be made. Depending on how much trouble it would be for Pocus and company to implement this, if it were too much trouble to allow for variable amounts of ships, the moddable number may or may not have to go. How many people are actually modding the number of ships, and if they are, is it only because of this micro-management issue?
One point I was making is that deterrence will not introduce additional micromanagement. It will reduce micromanagement. The player with ships will send them where he thinks they are needed, without trying to reach some arbitrary number. The player crossing rivers will have a few different choices how to attempt it.
The current system is the one creating micromanagement. It has the variable already for modding the number of ships. Several players have made comments in different threads indicating numbers that they think would be correct for total interdiction. It is not solely due to the micromanagement issue. The impression I'm getting is that the micromanagement issue is caused more by the requirement for aggresive stance, which I see that you are trying to address. I'm personally not interested in modding the number of ships, because it is an arbitrary artificial limit, similar to level 5+ entrenchments for bombardment. I will put up with it, until I decide it's not worth putting up with any longer. I will continue to push for something better, at least as an option, in the meantime. If I see other options suggested that add additional complications to the current system, I probably won't like them.
This may be a small part of the game (debatable), and a very small part of the popular history, but it was not a small part of actual history. Leaving an unrealistic solution as the only option makes it a smaller part of the game, just as we have seen happen with shore bombardment.
Pocus and company generally do an excellent job responding to bugs and game issues. However, when they "corrected" the Iwo Jima system, they overcorrected it, and IMO and that of quite a few others, dropped the ball. Making it moddable and leaving the game broken by default, then adding new rules to cope with the fact that it is broken, is not IMO an adequate solution. That is what we have had for the last year. I do not want to see the same type of thing happen with this issue. I would like to play AGEod's American Civil War by default, not AGEod's Fantasy Gamey War on a map of the US in the 19th Century. The latter could be fun, and I've certainly made suggestions to some modders as to how to go about it, but it is not my primary interest.
I've provided a roadmap as to how AGEod could integrate deterrence into the game with a minimum of effort. I've answered every argument made against it from a programming, gameplay, or historical standpoint, except for "I just think you're wrong". For the foreseeable future, I plan to continue doing this.